Rogue Stormers Experiment - Day 2

Vincent and Schmitty began work on their task. From their basement headquarter under the stairs, one of the first things they had to tackle was to answer some basic questions: What limitations will they face? Both in terms of the tools they have at hand and the available content. What is the story? Will there be a main character? And if yes, who?

You might have guessed it. Right now both Schmitty and Vincent follow the idea of a handcrafted level. Thoroughly planned from beginning to the end, with high and low points, special segments, a dedicated story, and more.
We’re still curious where everything will lead us. Right now it promises fun.

Comments

I like the idea of a handcrafted level! The random levels of RS are nice but a handcrafted level can probably tell it's own story - and can be more mean and difficult as well ;) I'm a big fan of C64 Katakis which - when you first play it - is so difficult that it's totally becoming desperate. And the key to beat it is to learn all the enemy pattern and level specifics.

Maybe go into a similar direction? Make it desperately brutal .. beating it will be even more rewarding then :)